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  1. Speaking of which - Nice job on the Ptolemies. They now look more consistent with 0 A.D. than with AoM. But the idle animations just astounded me. 0 A.D.'s assets are its gateway drug that I can't seem to get enough of.
    4 points
  2. I've wanted to do that for a long time, so here is my take at a Skyship. I called it The Argestesion (using one of the names of the minor wind deities). Maybe with @Freagarach D1958, the side turrets will take life For those who are wondering where they saw this ship, it's in the game and was made by @Shield Bearer and was first posted in this thread
    3 points
  3. Having more zoom would had helped him to notice the big difference on the helmets specially corinthians.
    3 points
  4. @Stan` i will have to tweak some animations of the testudo to make this new shields works (i've failed using a wrong placement of the shield because the other shield is way to far from hand), they have some clipping. Others game may ignore that but not me, i hate clipping.
    3 points
  5. version 0.12.3 Added: setting to hide corpses on entity death
    2 points
  6. Managed to make the value of the damage affect the saturation of the boar paint and the amount of mud/dirt on the shield, so the more damaged, the less saturated and dirt it will look: Compare:
    1 point
  7. Using this https://www.creativebloq.com/control-how-objects-shatter-blender-26-8134076 We might be able to create chunks of the model. So process to generate destruction variant would be as follow. Import the mesh using my importer Duplicate the main mesh On the first duplicate do the boolean thing . then add a solidify modifier and an edge split. you might want to control what vertex are gonna be solidified as to not induce too many polygons On the second mesh do the converse. Create another object a cube for instance and substract the boolean then use the new object to only keep the parts of the mesh that were removed by the boolean on the first model. Then apply solidify Now using the cell breaking stuff split the second models into pieces. You can then place them randomly over the place. I guess you could also split every single piece and let them fall using gravity.
    1 point
  8. solo toque 4 texturas. Debo seguir viendo.
    1 point
  9. Fixed in the last commit, one removed, one replaced. Theres another issue i have to fix with death camel animation, elexist mentioned in phabricator. Have to check it thought.
    1 point
  10. Maybe you need parts of the roof thrown inside the structure and some outside.
    1 point
  11. @Alexandermb Do you think it's convincing ?
    1 point
  12. Solved: I am the I wish i had any kind of audio and proper rig and spread what i have leanerd so far of blender to all of you. Though the audio may be an issue since im spanish languaje native.
    1 point
  13. Managed to get less and small scratches: Im gonna see if i can clean more from unused nodes the material and leave it simplified for better workspace.
    1 point
  14. Refresh (Ctrl + r or Ctrl +F5 the page)
    1 point
  15. Coming soon to Terra Magna.
    1 point
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